mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-05-30 08:20:49 +00:00
161 lines
4.8 KiB
C++
161 lines
4.8 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../../framework/PlayerProfile.h"
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#include "../sys_session_local.h"
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#include "posix_signin.h"
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#include <unistd.h>
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#ifdef _DEBUG
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idCVar win_userPersistent( "win_userPersistent", "1", CVAR_BOOL, "debugging cvar for profile persistence status" );
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idCVar win_userOnline( "win_userOnline", "1", CVAR_BOOL, "debugging cvar for profile online status" );
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idCVar win_isInParty( "win_isInParty", "0", CVAR_BOOL, "debugging cvar for platform party status" );
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idCVar win_partyCount( "win_partyCount", "0", CVAR_INTEGER, "debugginc var for platform party count" );
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#endif
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/*
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========================
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idSignInManagerWin::Shutdown
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========================
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*/
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void idSignInManagerWin::Shutdown()
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{
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}
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/*
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========================
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idSignInManagerWin::Pump
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========================
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*/
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void idSignInManagerWin::Pump()
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{
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// If we have more users than we need, then set to the lower amount
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// (don't remove the master user though)
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if( localUsers.Num() > 1 && localUsers.Num() > maxDesiredLocalUsers )
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{
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localUsers.SetNum( maxDesiredLocalUsers );
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}
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#ifndef ID_RETAIL
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// If we don't have enough, then make sure we do
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// NOTE - We always want at least one user on windows for now,
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// and this master user will always use controller 0
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while( localUsers.Num() < minDesiredLocalUsers )
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{
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RegisterLocalUser( localUsers.Num() );
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}
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#endif
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// See if we need to save settings on any of the profiles
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for( int i = 0; i < localUsers.Num(); i++ )
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{
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localUsers[i].Pump();
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}
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}
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/*
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========================
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idSignInManagerWin::RemoveLocalUserByIndex
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========================
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*/
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void idSignInManagerWin::RemoveLocalUserByIndex( int index )
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{
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session->OnLocalUserSignout( &localUsers[index] );
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localUsers.RemoveIndex( index );
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}
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/*
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========================
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idSignInManagerWin::RegisterLocalUser
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========================
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*/
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void idSignInManagerWin::RegisterLocalUser( int inputDevice )
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{
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if( GetLocalUserByInputDevice( inputDevice ) != NULL )
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{
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return;
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}
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static char machineName[128];
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gethostname( machineName, sizeof( machineName ) );
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const char* nameSource = machineName;
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idStr name( nameSource );
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int nameLength = name.Length();
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if( idStr::IsValidUTF8( nameSource, nameLength ) )
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{
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int nameIndex = 0;
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int numChars = 0;
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name.Empty();
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while( nameIndex < nameLength && numChars++ < idLocalUserWin::MAX_GAMERTAG_CHARS )
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{
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uint32 c = idStr::UTF8Char( nameSource, nameIndex );
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name.AppendUTF8Char( c );
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}
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}
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idLocalUserWin& localUser = *localUsers.Alloc();
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localUser.Init( inputDevice, name.c_str(), localUsers.Num() );
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localUser.SetLocalUserHandle( GetUniqueLocalUserHandle( localUser.GetGamerTag() ) );
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session->OnLocalUserSignin( &localUser );
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}
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/*
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========================
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idSignInManagerWin::CreateNewUser
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========================
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*/
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bool idSignInManagerWin::CreateNewUser( winUserState_t& state )
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{
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//idScopedGlobalHeap everythingHereGoesInTheGlobalHeap; // users obviously persist across maps
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RemoveAllLocalUsers();
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RegisterLocalUser( state.inputDevice );
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if( localUsers.Num() > 0 )
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{
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if( !localUsers[0].VerifyUserState( state ) )
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{
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RemoveAllLocalUsers();
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}
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}
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return true;
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}
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CONSOLE_COMMAND( testRemoveAllLocalUsers, "Forces removal of local users - mainly for PC testing", NULL )
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{
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session->GetSignInManager().RemoveAllLocalUsers();
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}
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